D3DXMesh.Optimize
Controls the reordering of mesh faces and vertices to optimize performance.
object.Optimize( _
Flags As Any, _
Adjacency As Any, _
OptAdj As Any, _
FaceRemap As Any, _
BuffVertexRemap As D3DXBuffer, _
OptMesh As D3DXMesh)
Parts
- object
- Object expression that resolves to a D3DXMesh object.
- Flags
- A combination of one or more flags defined by the CONST_D3DXMESHOPT enumeration, specifying the type of optimization to perform.
Note that the D3DXMESHOPT_STRIPREORDER and D3DXMESHOPT_VERTEXCACHE optimization flags are mutually exclusive.
- Adjacency
- First element of an array of three Long values per face that specify the three neighbors for each face in the source mesh.
- OptAdj
- First element of an array, representing the destination buffer for the face adjacency array of the optimized mesh. The face adjacency is stored as an array of arrays. The innermost array is three indices of adjacent triangles, and the outer array is one set of face adjacency per triangle in the mesh.
- FaceRemap
- First element of an array, representing the destination buffer containing the new index for each face.
- BuffVertexRemap
- D3DXBuffer object, containing the new index for each vertex.
- OptMesh
- D3DXMesh object, representing the optimized mesh.
Error Codes
If the method fails, an error is raised and Err.Number can be set to E_OUTOFMEMORY.
For information on trapping errors, see the Microsoft® Visual Basic® Error Handling topic.
Remarks
This method is very similar to the D3DXBaseMesh.CloneMesh method, except that it can perform optimization while generating the new clone of the mesh.
The output mesh inherits all of the creation parameters of the input mesh.